using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NightRiderHitState : NightRiderState
{
    public NightRiderHitState(Entity _entity, string _stateString) : base(_entity, _stateString)
    {
    }

    public override void Enter()
    {
        base.Enter();

        lastTime = Time.time;
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();

        if (lastTime + enemy.defaultHitDuration < Time.time) enemy.stateMachine.ChangeState(enemy.pursueAttackState);
    }
}
